When it comes to free-to-play, few games are held up as paragons of virtue as frequently as League of Legends. When writing about my practice as a monetziation design consultant, LoL and TF2 are the two games that come up whenever anonymous internet commenters let me know how much they hate me and all F2P games with these two exceptions. LoL, and by extension Riot, is a smash success on every conceivable metric: from daily user engagement to workplace happiness of employees to valuation at time of successful exit, Riot has crushed it.
As part of a forthcoming article I’m writing on LoL, I decided to take a good, hard look at its first time user experience (ftue). When working in F2P, the ftue is simultaneously one of the most important places for a developer to focus his effort and one of the most underserved parts of a game.
Based on my experience in game development, the forces that result in an underdeveloped ftue (in both paid and free games) are natural and somewhat inevitable. Implementation comes near the end of development, frequently during a crunch period in the lead up to launch. Tutorials generally involve a lot of one-time use code or script to guide the user throughout the game. Outside of the test team, game team members are unlikely to revisit the ftue regularly or if they do, overlook it as a series of rote steps instead of examining it with intention.
Continue reading League of Legends and the top of funnel imperative for F2P